Video
gaming has come a long way in Utah since the Acclaim days. Did you
know we're becoming a hub?
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Big
Finish Games has become one of the newest gaming companies to rise in
Utah, bringing back the classic story-based games to the forefront
with a twist on the format. And as a new approach they've become one
of the many companies now marketing their software directly online,
avoiding the overpricing of going through retailers and bringing the
game straight to you. I got a chance to chat with both co-founders
Chris Jones and Aaron Conners about their time in the gaming
industry, the new company, as well as thoughts on the industry. Plus
some shots of their new game “Three Cards To Midnight.” ---
Aaron
Conners & Chris Jones
http://www.bigfinishgames.com/
Gavin:
Hey guys, first off, tell us a little bit about yourselves.
Chris:
I’m a life-long Utah resident, went to Bountiful High, started
Access Software back in 1982 and did a bunch of games, including
Links golf and the Tex Murphy adventure games. Aaron and I have
worked together off and on for coming up on 20 years and now we have
a new company called Big Finish, Inc.
Aaron:
Professionally, I’ve been a Writer, Producer, Story Director and
Creative Director for several different video game companies and also
published two novels, a non-fiction book, and a handful of
screenplays. Personally, I’m a laid-back Leo who loves long walks
and doggies.
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Gavin:
How did you take an interest in gaming? And what were some of your
favorites growing up?
Chris:
Hmmm…back when they didn’t have computers. What did the ancient
Egyptians play?
Aaron:
We both grew up loving board games and I always preferred them, even
after I got an Atari 2600. Pacman, Donkey Kong and Asteroids came out
while I was in high school, but I kind of lost interest until I
actually got into the business. One game I thought was really
innovative was called “Psychic Detective”. More recently, I liked
Psychonauts. Pretty much any game with the word Psych in it, I guess.
Chris:
We did like some of the LucasArts and Sierra games – Indiana Jones
& The Fate Of Atlantis comes to mind.
Gavin:
When did you become involved with Access Software?
Chris:
Well, I was there from the beginning.
Aaron:
I joined Access in 1991 and became their first (and only) full-time
writer.
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Gavin:
What was your time like over the years?
Aaron:
It’s been a mostly fun ride, with a few crappy years and a bunch
of speed bumps thrown in. Over the last year or so, I feel like we’ve
almost come full circle, back to the early 90’s, from a creative
standpoint. Which is fun.
Chris:
Yeah.
Gavin:
You both developed a lot of adventure games that still remain
popular. Which would you say is your favorite and why?
Chris:
The Pandora Directive was our magnum opus. It really fulfilled my
dreams of what a game could be: multiple narrative paths, great
actors – it really realized the potential of games for us.
Aaron:
The Pandora Directive without a doubt. It was our second game
together (after Under A Killing Moon) and we’d figured a lot of
stuff out – technologically, design-wise, and just how to work
together effectively. Pandora was exactly the game we wanted to make
at that time. Even today it holds up well. I think the big, exciting,
interactive story integrates with the fun, challenging gameplay as
well as it’s ever been done in an adventure game.
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Gavin:
Were there any significant changes after the Microsoft buyout?
Aaron:
Only everything. Microsoft was a great company to work for, but a
lousy company to make games for.
Chris:
It basically took us from the entrepreneurial spirit to a fairly
sterile bureaucracy.
Gavin:
What eventually led to the end of Access?
Chris:
I think it was that the industry, marketing – everything you
needed to support a product and be successful – was geared toward
larger and larger companies. Everything had shifted in the late 90’s
– it was more expensive to develop games, you needed bigger teams,
you needed to pay more money for shelf space. It was becoming almost
impossible to stay competitive as a smaller, independent company.
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Gavin:
After the fallout and before you partnered up, what were you both
doing during that time?
Aaron:
I joined another department at Microsoft and worked there for five
years. I then went to work for Take Two as a Story Director, then
joined Ubisoft as a Creative Director.
Chris:
I worked for Microsoft for five years as well, then came over to another
business venture I owned a stake in, TruGolf, to manage the
operation. We’ve been creating golf software for a long time and
selling our own simulators since 2002.
Gavin:
What led to the decision to start a new company, and what was it
like for you getting set up?
Chris:
Aaron and I both felt like there was an opportunity in the online
game market that wouldn’t cost us millions of dollars to get into.
Most importantly, we wouldn’t need huge teams to create games. And
we wanted to keep this venture separate from our other businesses.
Aaron:
It’s easy to set up. The harder part is staying in business.
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Gavin:
Where did the idea for “Three Cards To Midnight” come from?
Aaron:
I’d had the story idea for a few years. That’s one thing about
being a writer and not having enough creative outlets – you keep
coming up with ideas. I’ve got notebooks full of stories, just
waiting to be told. For this game, once we decided the type of game
it would be, this particular story seemed to be a good fit.
Gavin:
What was it like developing the game, and what were some of the
issues you ran into?
Aaron:
It all started with this a guy we knew from the old Microsoft days.
He’s now a higher-up at an online video game company and was always
a fan of our old Tex Murphy games. He asked if we had any ideas for
games. We did, and they got all excited to help us develop a new
game. At the last minute (literally – we’d signed the contract
and were waiting for them to sign it), they decided not to do the
game. Instead, they wanted us to produce a casual game based on the
James Patterson “Women’s Murder Club” books. Again, the deal
didn’t get done. At that point, we just decided to screw it and
produce the game ourselves. The only real issues we had were related
to having a small team working separately in their spare time. There
was some miscommunication and decisions made that we had to live with
just to get the game done.
Chris:
Overall, we felt like it was a pretty great achievement considering
it was our first effort for this type of game and with very limited
resources. There’s so much potential here and we felt like we
brought something new and interesting to the table.
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Gavin:
Why did you choose online distribution instead of the traditional
format?
Chris:
In the core game marketing – console titles, primarily – you
have to deal with limited shelf space, not to mention the cost of
development, marketing, etc. Online distribution is really the best
and only way for smaller companies to get their games out.
Gavin:
And what has the public reaction to the game been like?
Aaron:
Overall, it’s been very good. The response to the story in the
game has been especially strong and most players seem to enjoy the
intelligent gameplay, which can be customized to three different
difficulty levels. Some fans of our Tex Murphy games expected our new
game to be similar in scope to the old ones – but, of course, we
don’t have millions of dollars to spend on production. Fortunately,
most of the fans saw “Three Cards To Midnight” for what it is:
the video game equivalent of an independent film.
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Gavin:
Without giving away too much, do you have plans for the next game?
Aaron:
Absolutely! We’re already well into development. We’ll continue
the story and bring back most of the characters from the first game,
but I think people be surprised where we take it. On the
technical/design side, this game will be more polished with a much
higher degree of customization. Also, the gameplay will be tweaked so
it can be localized into other languages, whereas the first game was
English only.
Gavin:
Going local, what do you think of the local gaming shops and
audience here in Utah?
Chris:
Well, I follow them very closely. Haha! Honestly, I don’t
play video games, so I don’t go to the gaming shops. However, I
think the audience here in Utah is the very best audience in the
whole world.
Aaron:
Chris avoids the game stores because he gets recognized occasionally
as Tex Murphy… and he’s a bit of recluse by nature. Incredibly
embarrassing for him. Hilarious for the rest of us.
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Gavin:
What do you think of other software and gaming companies in town? Do
you view them as competitors or comrades?
Chris:
Utah is really a hotbed for game development. There are some great
dev-houses here and incredibly talented people and we’re happy to
be a part of that.
Aaron:
We’ve been around so long, we know a ton of people in the
business, locally and otherwise. I have good friends working for most
of the other developers here in town. Personally, I think games are
like movies – they’re only competition if you release at the same
time. Plus, at least for now, we’re in the downloadable, online
game market, not the big console market like EA Salt Lake, Avalanche,
and the others.
Gavin:
A little nation-wide, what are your thoughts on the gaming industry
today, both good and bad?
Aaron:
Well, my last two games were Shaun White Snowboarding, which cost
$20,000,000 to produce, and Three Cards To Midnight, which cost less
than $300,000. I think this epitomizes the industry: most games are
either huge console titles or small online/downloadable games.
Obviously, there’s demand for both types but, personally, I enjoy
the creative freedom, shorter dev-time, and mobility of the smaller
projects. We, along with some other developers, are trying to create
a new category in between the two extremes with games that offer more
depth and challenge, but don’t cost millions or take years to
produce.
Chris:
It’s a shame that the cost of development makes it so hard to take
games in new, exciting directions.
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Gavin:
Is there anything you think could be done to improve it?
Chris:
I think we’ll see some real innovations in these smaller games, so
at least in the design aspect, they can compete with some of these
games that cost millions.
Aaron:
We need to create and release more downloadable games with
sophisticated, intelligent designs and/or stories so the market can
grow beyond the current perception of “casual games”.
Gavin:
What can we expect from you guys the rest of the year?
Aaron:
We’re hoping to get our sequel released for Halloween, though
we’re not ready to announce that as the official release date.
We’re also signing on with another company to develop a game based
on a popular TV mystery show. And, of course, we’re always working
toward bringing Tex Murphy back.